I guess this is where I should start. Regular updates, soon to be not frequent in the mornings or weekends sadly.
I've been rackin' my brain with this for the past couple of days, and I solidly came to the conclusion of and underground missile silo and factory. Based off the amazing work of Simmo and the look of one of the Co-op levels of Splinter Cell Conviction.
My goal for this is to make it have a lifelike quality (or as much as I can get it to that) yet still have that "game" feeling. Of course, overall is to increase my work, experience and workflow - to find new ideas and learn.
By learn, I mean how to effin' use UDK! I really have no idea. That in itself is the challenge I would like to face, and hopefull beat. Thank you Adam for giving us (mostly me) such a long contest deadline.
Edit, since I thought of a few more things, I decided to make a list
Challenges & Goals;
-Learning UDK
-Getting experience to create textures not used before
-Learning UDK
-Organizing maps
-Creating lifelike yet game-ish environment
-Giving it a look as if it's abondoned (*this will be explained in later posts as I go)
-Anything to enhance my workflow so I won't procrastinate in between other things in life
-Learning UDK (didn't I say this 4 times?...no, just 3)
And so far that's it for my list that I can think of, I'll update it as I go.
Replies
[ame]http://www.youtube.com/watch?v=aIKsYVrr7P8&feature=player_embedded[/ame]
And a quick video I saw of what I want this undergrounf facility's mood to be. Dark, grungy, overgrown, wasted, and plain giant broken technology.
Great inspiration